package cn._2dland.utils
{
	import fl.transitions.Iris;

	public class TransitionUtils
	{
		/** 擦入/擦除效果 起点位置 */
		public static const WIPE_LEFT_TOP:int = 1;
		public static const WIPE_CENTER_TOP:int = 2;
		public static const WIPE_RIGHT_TOP:int = 3;
		public static const WIPE_LEFT_MIDDLE:int = 4;
		public static const WIPE_CENTER_MIDDLE:int = 5;
		public static const WIPE_RIGHT_MIDDLE:int = 6;
		public static const WIPE_LEFT_BOTTOM:int = 7;
		public static const WIPE_CENTER_BOTTOM:int = 8;
		public static const WIPE_RIGHT_BOTTOM:int = 9;

		/** 展开/收缩效果 遮罩形状 */
		public static const IRIS_SHAPE_SQUARE:int = 0;
		public static const IRIS_SHAPE_CIRCLE:int = 1;

		/** 遮帘效果 方向 */
		public static const BLINDS_DIMENSION_VERTICAL:int = 0;
		public static const BLINDS_DIMENSION_HORIZONTAL:int = 1;

		/** 过渡效果事件名称 */
		public static const TRANSITION_IN_DONE:String = "transitionInDone";
		public static const TRANSITION_OUT_DONE:String = "transitionOutDone";

		public function TransitionUtils(){ }

		public static function getIrisShape(shapeCode:int):String {
			var shapeName:String = Iris.SQUARE;
			switch(shapeCode){
				case IRIS_SHAPE_SQUARE:
					shapeName = Iris.SQUARE;
					break;
				case IRIS_SHAPE_CIRCLE:
					shapeName = Iris.CIRCLE;
					break;
			}
			return shapeName;
		}
	}
}